2014
DOI: 10.1016/j.chb.2014.03.023
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A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft

Abstract: This paper examines social behavior in the online

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Cited by 11 publications
(10 citation statements)
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References 13 publications
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“…One assumption of our analysis, and a major component of our argument for using data from 2006, is that substantial cross-server contact will erase norm diversity as players from differing servers experience collisions and start coordinating on a single set of larger scale norms. We were fortunate to recognize key elements of our study in the more recent work of Ross and Collister (2014), who, among other things, analyzed fairness norms and norm compliance in WoW pickup groups in the game as it was six years later. They did not take an interest in the questions of within-server homogeniety and cross-server heterogeneity that motivated us, but they did elicit server and subregion from each respondent.…”
Section: Limitations and Opportunitiesmentioning
confidence: 99%
See 1 more Smart Citation
“…One assumption of our analysis, and a major component of our argument for using data from 2006, is that substantial cross-server contact will erase norm diversity as players from differing servers experience collisions and start coordinating on a single set of larger scale norms. We were fortunate to recognize key elements of our study in the more recent work of Ross and Collister (2014), who, among other things, analyzed fairness norms and norm compliance in WoW pickup groups in the game as it was six years later. They did not take an interest in the questions of within-server homogeniety and cross-server heterogeneity that motivated us, but they did elicit server and subregion from each respondent.…”
Section: Limitations and Opportunitiesmentioning
confidence: 99%
“…Multiplayer online games are an excellent domain for observing cultural evolutionary processes in action (Squire, 2012; Williams, Contractor, Poole, Srivastava, & Cai, 2011), and specifically for watching community-level cultural divergence in action. Their simple abstract settings and highly motivated, goal-oriented agents can make players amenable to boundedly rational elaborations of economic game theory and rational choice theory, especially for those interested in the science of social dilemmas and self-governance (Bainbridge, 2007; Castronova, 2006; Ducheneaut & Yee, 2013; Ducheneaut, Yee, Nickell, & Moore, 2007; Fiedler, 2009; Kim, Keegan, Park, & Oh, 2016; Kollock, 1999; Kollock & Smith, 1996; Kou & Nardi, 2014; Whitson & Doyle, 2013; Ross & Collister, 2014; Williams, Ducheneaut, Xiong, Yee, & Nickell, 2006). By identifying game situations that meet the criteria of general theories of human behavior, we present a strategy for using game situations to make generalizable claims, a view consonant with recent arguments that gameplay is structured by cultural constructs of the outside world and cannot appropriately be seen as luxuriating in a magic circle of its own context (Consalvo, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…Balci & Ali Salah, 2015;Ross & Collister, 2014). The first strength of this approach was that it was easier for the researcher to build relations with social gamers because of the ''common interest'' between the researcher and social gamers (the game).…”
Section: Participantsmentioning
confidence: 99%
“…Por el contrario, otros inciden en las ventajas que estos juegos pueden aportar para promover diversos aprendizajes (Del Moral & Guzmán, 2015;Esnaola, 2009), fomentar prácticas lúdicas en red a partir del diseño participativo (Jacobs & Sihvonen, 2011), incrementar la actividad social en torno a un juego (Lee, Lee & Choi, 2012;Piskorski, 2011), favorecer nuevas formas de experimentación social (Reis, 2011;Ross & Collister, 2014), impulsar la lealtad y la cooperación (Park, Hong, Ohk & Yoon, 2015)), propiciar el desarrollo de la creatividad a través de sus creaciones virtuales (Wohn & Wash, 2013), etcétera. En este sentido, se ha querido poner especial énfasis en analizar en qué medida estos juegos activan procesos de comunicación e interacción entre los sujetos, así como a través de qué estrategias lo hacen, pues la modalidad de juego individual que predominaba en los videojuegos convencionales era uno de los puntos críticos que servía para rechazarlos.…”
Section: Marco Teórico Jugar En Red: Amenazas Y Oportunidadesunclassified
“…Por el contrario, existe otro sector más proclive a ponderar las aportaciones de este tipo de juegos online, relacionándolo con las oportunidades que ofrecen para desarrollar habilidades de diversa índole (Santamaría, 2008); así como por impulsar la comunicación y la interacción entre los jugadores -desde una perspectiva constructiva-, a partir de las misiones o actividades lúdicas de carácter colaborativo que ellos contemplan (Ross & Collister, 2014); o por su potencial socializador, al favorecer la creación de comunidades virtuales específicas para compartir y debatir sobre temas de interés común relacionados con un determinado juego (Hughes;Hussain & Griffiths, 2014;Ross & Collister, 2014).…”
Section: Introductionunclassified